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  • Alternative shell apps for OS X

    - by Joseph Silvashy
    This might sound ridiculous, but my eyes are tired of looking at the crappy font rendering in OS X's Terminal.app, is there anything you guys recommend? I know it's like one of those things that you can easily say, "It's shell! what more can you ask for!" but really, all these great methods for rendering fonts and anti-aliasing, and we developers haven't even integrated that into our most trusty tool... at least that I know of. Anyhow, let's discus shell alternatives, thoughts?

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  • Alternative terminal emulators for OS X

    - by Joseph Silvashy
    This might sound ridiculous, but my eyes are tired of looking at the crappy font rendering in OS X's Terminal.app, is there anything you guys recommend? I know it's like one of those things that you can easily say, "It's shell! what more can you ask for!" but really, all these great methods for rendering fonts and anti-aliasing, and we developers haven't even integrated that into our most trusty tool... at least that I know of. Anyhow, let's discus shell alternatives, thoughts?

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  • Let putty watch for specific output in stdout and notify

    - by GrzegorzOledzki
    Do you know any way to introduce a notification feature to putty client? I would like to setup some regular expressions or simply text strings and be notified (by sound or some tooltip) when this content appears in stdout. If not specific in putty, how can I get it done? There used to be a similar feature in older version of KDE's konsole terminal, but even now I can't see it.

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  • Missing hvc0 in Ubuntu Lucid Xen DomU

    - by Joril
    I've just installed an Ubuntu Lucid 64bit image (from Stacklet) as a Xen DomU, running under Xen 3.2.1 on Centos 5.2 64bit. Everything is working fine, except my logs are flooded with: /dev/hvc0: No such file or directory I tried creating the device with mknod /dev/hvc0 c 229 0 but the message just changes to: /dev/hvc0: cannot open as standard input: No such device or address Any hint on what I could try? :(

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  • How to get the summarized sizes of folders and their subfolders?

    - by Kau-Boy
    Let's say I want to get the size of each folder of a linux file system. When I use ls -la I don't really get the summarized size of the folders. If I use df I get the size of each mounted file system but that also doesn't help me. And with du I get the size of each subfolder and the summary of the whole file system. But I want to have only the summarized size of each folder within the ROOT folder of the file system. Is there any command to achiev that?

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  • Color in Cygwin terminal

    - by ForbesLindesay
    I've installed cygwin because I'm a bit fed up with the Windows terminal not being great. The only problem I'm having is the lack of colours. You can see the problem in the following 2 screenshots that display the same command: All I want is something which has a nice font, resizes properly (including proper behaviour when maximised) and support for colours. Ideally I'd like tabs too. This seems like a silly reason to end up buying a mac, so I'm hoping I can get all these things on windows somehow.

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  • Metro: Promises

    - by Stephen.Walther
    The goal of this blog entry is to describe the Promise class in the WinJS library. You can use promises whenever you need to perform an asynchronous operation such as retrieving data from a remote website or a file from the file system. Promises are used extensively in the WinJS library. Asynchronous Programming Some code executes immediately, some code requires time to complete or might never complete at all. For example, retrieving the value of a local variable is an immediate operation. Retrieving data from a remote website takes longer or might not complete at all. When an operation might take a long time to complete, you should write your code so that it executes asynchronously. Instead of waiting for an operation to complete, you should start the operation and then do something else until you receive a signal that the operation is complete. An analogy. Some telephone customer service lines require you to wait on hold – listening to really bad music – until a customer service representative is available. This is synchronous programming and very wasteful of your time. Some newer customer service lines enable you to enter your telephone number so the customer service representative can call you back when a customer representative becomes available. This approach is much less wasteful of your time because you can do useful things while waiting for the callback. There are several patterns that you can use to write code which executes asynchronously. The most popular pattern in JavaScript is the callback pattern. When you call a function which might take a long time to return a result, you pass a callback function to the function. For example, the following code (which uses jQuery) includes a function named getFlickrPhotos which returns photos from the Flickr website which match a set of tags (such as “dog” and “funny”): function getFlickrPhotos(tags, callback) { $.getJSON( "http://api.flickr.com/services/feeds/photos_public.gne?jsoncallback=?", { tags: tags, tagmode: "all", format: "json" }, function (data) { if (callback) { callback(data.items); } } ); } getFlickrPhotos("funny, dogs", function(data) { $.each(data, function(index, item) { console.log(item); }); }); The getFlickr() function includes a callback parameter. When you call the getFlickr() function, you pass a function to the callback parameter which gets executed when the getFlicker() function finishes retrieving the list of photos from the Flickr web service. In the code above, the callback function simply iterates through the results and writes each result to the console. Using callbacks is a natural way to perform asynchronous programming with JavaScript. Instead of waiting for an operation to complete, sitting there and listening to really bad music, you can get a callback when the operation is complete. Using Promises The CommonJS website defines a promise like this (http://wiki.commonjs.org/wiki/Promises): “Promises provide a well-defined interface for interacting with an object that represents the result of an action that is performed asynchronously, and may or may not be finished at any given point in time. By utilizing a standard interface, different components can return promises for asynchronous actions and consumers can utilize the promises in a predictable manner.” A promise provides a standard pattern for specifying callbacks. In the WinJS library, when you create a promise, you can specify three callbacks: a complete callback, a failure callback, and a progress callback. Promises are used extensively in the WinJS library. The methods in the animation library, the control library, and the binding library all use promises. For example, the xhr() method included in the WinJS base library returns a promise. The xhr() method wraps calls to the standard XmlHttpRequest object in a promise. The following code illustrates how you can use the xhr() method to perform an Ajax request which retrieves a file named Photos.txt: var options = { url: "/data/photos.txt" }; WinJS.xhr(options).then( function (xmlHttpRequest) { console.log("success"); var data = JSON.parse(xmlHttpRequest.responseText); console.log(data); }, function(xmlHttpRequest) { console.log("fail"); }, function(xmlHttpRequest) { console.log("progress"); } ) The WinJS.xhr() method returns a promise. The Promise class includes a then() method which accepts three callback functions: a complete callback, an error callback, and a progress callback: Promise.then(completeCallback, errorCallback, progressCallback) In the code above, three anonymous functions are passed to the then() method. The three callbacks simply write a message to the JavaScript Console. The complete callback also dumps all of the data retrieved from the photos.txt file. Creating Promises You can create your own promises by creating a new instance of the Promise class. The constructor for the Promise class requires a function which accepts three parameters: a complete, error, and progress function parameter. For example, the code below illustrates how you can create a method named wait10Seconds() which returns a promise. The progress function is called every second and the complete function is not called until 10 seconds have passed: (function () { "use strict"; var app = WinJS.Application; function wait10Seconds() { return new WinJS.Promise(function (complete, error, progress) { var seconds = 0; var intervalId = window.setInterval(function () { seconds++; progress(seconds); if (seconds > 9) { window.clearInterval(intervalId); complete(); } }, 1000); }); } app.onactivated = function (eventObject) { if (eventObject.detail.kind === Windows.ApplicationModel.Activation.ActivationKind.launch) { wait10Seconds().then( function () { console.log("complete") }, function () { console.log("error") }, function (seconds) { console.log("progress:" + seconds) } ); } } app.start(); })(); All of the work happens in the constructor function for the promise. The window.setInterval() method is used to execute code every second. Every second, the progress() callback method is called. If more than 10 seconds have passed then the complete() callback method is called and the clearInterval() method is called. When you execute the code above, you can see the output in the Visual Studio JavaScript Console. Creating a Timeout Promise In the previous section, we created a custom Promise which uses the window.setInterval() method to complete the promise after 10 seconds. We really did not need to create a custom promise because the Promise class already includes a static method for returning promises which complete after a certain interval. The code below illustrates how you can use the timeout() method. The timeout() method returns a promise which completes after a certain number of milliseconds. WinJS.Promise.timeout(3000).then( function(){console.log("complete")}, function(){console.log("error")}, function(){console.log("progress")} ); In the code above, the Promise completes after 3 seconds (3000 milliseconds). The Promise returned by the timeout() method does not support progress events. Therefore, the only message written to the console is the message “complete” after 10 seconds. Canceling Promises Some promises, but not all, support cancellation. When you cancel a promise, the promise’s error callback is executed. For example, the following code uses the WinJS.xhr() method to perform an Ajax request. However, immediately after the Ajax request is made, the request is cancelled. // Specify Ajax request options var options = { url: "/data/photos.txt" }; // Make the Ajax request var request = WinJS.xhr(options).then( function (xmlHttpRequest) { console.log("success"); }, function (xmlHttpRequest) { console.log("fail"); }, function (xmlHttpRequest) { console.log("progress"); } ); // Cancel the Ajax request request.cancel(); When you run the code above, the message “fail” is written to the Visual Studio JavaScript Console. Composing Promises You can build promises out of other promises. In other words, you can compose promises. There are two static methods of the Promise class which you can use to compose promises: the join() method and the any() method. When you join promises, a promise is complete when all of the joined promises are complete. When you use the any() method, a promise is complete when any of the promises complete. The following code illustrates how to use the join() method. A new promise is created out of two timeout promises. The new promise does not complete until both of the timeout promises complete: WinJS.Promise.join([WinJS.Promise.timeout(1000), WinJS.Promise.timeout(5000)]) .then(function () { console.log("complete"); }); The message “complete” will not be written to the JavaScript Console until both promises passed to the join() method completes. The message won’t be written for 5 seconds (5,000 milliseconds). The any() method completes when any promise passed to the any() method completes: WinJS.Promise.any([WinJS.Promise.timeout(1000), WinJS.Promise.timeout(5000)]) .then(function () { console.log("complete"); }); The code above writes the message “complete” to the JavaScript Console after 1 second (1,000 milliseconds). The message is written to the JavaScript console immediately after the first promise completes and before the second promise completes. Summary The goal of this blog entry was to describe WinJS promises. First, we discussed how promises enable you to easily write code which performs asynchronous actions. You learned how to use a promise when performing an Ajax request. Next, we discussed how you can create your own promises. You learned how to create a new promise by creating a constructor function with complete, error, and progress parameters. Finally, you learned about several advanced methods of promises. You learned how to use the timeout() method to create promises which complete after an interval of time. You also learned how to cancel promises and compose promises from other promises.

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  • Game cross-compiling and packaging

    - by Helltone
    Hi, Some friends and I wanted to develop a game. Any language will do. I've been programming in C for years, but never wrote a game before. One of us knows SDL a little bit. It would also be a nice excuse to learn Python+pygame. We wish our game to be 'standalone'. By standalone, I mean most users (at least Linux, Mac and Windows) will not have to manually download and install anything else apart from a package. It is ok if the installation automatically handles missing dependencies. If the packages contain binaries, we wish to be able to generate them using cross-compilation from Linux. How should we package and structure the project, and what language is best suited?

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  • Number guessing game (3+- guessed result)

    - by Nick Waring
    I've been assigned a task to create a game that generates 4 digits and the user has to guess the digits one at a time to get the correct result. If the number is correct a Y is displayed and if not, a N. This was easy, now the next step was to implement another two responses. If the answer is too high, a H is displayed and too low, an N. Again, was easy - now the third is to use the same design as game 2 but if the number is 3 higher than a H is displayed and same if it's 3 lower than a L is displayed - otherwise an X is displayed. I can't figure out how to do this. Here's my test code for game 2 for just one of the digits - any help is appreciated. (5 was used just for a test.) def guess(): x = 5 g= int(input("Guess the number: ")) if g == x: print("Y") elif g < x: print("L") else: print("H")

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  • Visual Studio 2008 project organization for executable and assembly

    - by user304582
    Hi - I am having a problem setting up the following in Visual Studio 2008: a parent project which includes the entrypoint Main() method class and which declares an interface, and a child project which has classes that implement the interface declared in the parent project. I have specified that Parent's Output type is a Console application, and Child's Output type is a Class library. In Child I have add a reference to the Parent as a project, and specified that Child depends on Parent and that the build order should be Parent, then Child. The build succeeds, and as far I can tell, the right things show up in the Child/bin/debug directory: Parent.exe and Child.dll. However, if I run Parent.exe, then at the point when it should load a class from the Child.dll, it fails with the error message: exception executing operation System.TypeLoadException: Could not load type 'Child.some.class' from assembly 'Parent, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. I guess I'm confused as to how to get the Parent and Child projects to play together. I plan on having more child projects that use the same framework that is set up in the Parent, and so I do not want to move the entrypoint class down into the Child project. If I try to specify that the Child project is also a Console application, then the build process fails because there is no Main() entrypoint class in the child (even though the Parent project is included as a reference). Any help would be welcome! Thanks, Martin

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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  • Ladder-like word game in Java

    - by sasquatch90
    I've found this question http://stackoverflow.com/questions/2844190/choosing-design-method-for-ladder-like-word-game and I would also like to do this kind of program. I've written some code but already have two issues. Here's what I already have : GRID : public class Grid { public Grid(){} public Grid( Element e ){} } ELEMENT : public class Element { final int INVISIBLE = 0; final int EMPTY = 1; final int FIRST_LETTER = 2; final int OTHER_LETTER = 3; private int state; private String letter; public Element(){} //empty block public Element(int state){ this("", 0); } //filled block public Element(String s, int state){ this.state = state; this.letter = s; } public static void changeState(int s){ } public int getState(){ return state; } public boolean equalLength(){ return true; } public boolean equalValue(){ return true; } @Override public String toString(){ return "["+letter+"]"; } } MAIN: import java.util.Scanner; public class Main { public static void main(String[] args){ Scanner sc = new Scanner(System.in); System.out.println("Height: "); while (!sc.hasNextInt()) { System.out.println("int, please!"); sc.next(); } final int height = sc.nextInt(); Grid[] game = new Grid[height]; for(int i = 1; i <= height; i++) { String s; do { System.out.println("Length " + i + ", please!"); s = sc.next(); } while (s.length() != i); Element[] line = new Element[s.length()+1]; Element single = null; String[] temp = null; //issue here temp = s.split(""); System.out.println("s.length: "+s.length()); System.out.println("temp.length: "+temp.length); // for(String str : temp){ System.out.println("str:"+str); } for (int k = 0 ; k < temp.length ; k++) { if( k == 0 ){ single = new Element(temp[k], 2); System.out.println("single1: "+single); } else{ single = new Element(temp[k], 3); System.out.println("single2: "+single); } line[k] = single; } for (Element l : line) { System.out.println("line:"+l); } //issue here game[i] = line; } // for (Grid g : game) { System.out.println(g); } } } And sample output for debug : Height: 3 Length 1, please! A s.length: 1 temp.length: 2 str: str:A single1: [] single2: [A] line:[] line:[A] Here's what I think it should work like. I grab a word from user. Next create Grid element for whole game. Then for each line I create Element[] array called line. I split the given text and here's the first problem. Why string.split() adds a whitespace ? You can see clearly in output that it is added for no reason. How can I get rid of it (now I had to add +1 to the length of line just to run the code). Continuing I'm throwing the splitted text into temporary String array and next from each letter I create Element object and throw it to line array. Apart of this empty space output looks fine. But next problem is with Grid. I've created constructor taking Element as an argument, but still I can't throw line as Grid[] elements because of 'incompatible types'. How can I fix that ? Am I even doing it right ? Maybe I should get rid of line as Element[] and just create Grid[][] ?

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  • Add jpeg image to another in C#

    - by o-logn
    Hey, I have a two jpeg files. One is 1024x768 in size and the other is 64x64. I'm creating a console application and would like to add the 64x64 image at location (X,Y) into the 1024x768 image. How can I do this in memory (since I'm not using winforms and would like this to be quite fast)? I've converted the larger image into bytes using File.ReadAllBytes, but I'm not sure how to insert the smaller image at a particular location. Thanks for any help

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  • NUnit fail with System.ArgumentException: The net-4.0 framework is not available

    - by Andreas
    Exception: ProcessModel: Default DomainUsage: Single Execution Runtime: net-4.0 Unhandled Exception: System.ArgumentException: The net-4.0 framework is not available Parameter name: framework at NUnit.Util.TestAgency.GetAgent(RuntimeFramework framework, Int32 waitTime, Boolean enableDebug) at NUnit.Util.ProcessRunner.Load(TestPackage package) at NUnit.ConsoleRunner.ConsoleUi.Execute(ConsoleOptions options) at NUnit.ConsoleRunner.Runner.Main(String[] args) OS Winserver 2008 R2 x64 Nunit 2.5.4.10098 Test assembly Built for .net 4.0 RTM (v4.0.30319) Commandline nunit-console.exe NServiceBus.Config.UnitTests.dll /framework=net-4.0 Any ideas?

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  • How can i monitor syslog messages in c# console app with TCP

    - by djerry
    Heya, In my application, i need to monitor all messages sent by syslog. I've tried with UDP, but after one message, i didn't respond anymore (no error, just no heads up anymore). And setting up a tcp server isn't really the solution either i think. Can anyone guide me to a solution where i can log messages form syslog with tcp (normally on port 514). Thanks in advance.

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  • PDCurses TUI C++ Win32 console app - Access violation reading location

    - by Bach
    I have downloaded pdcurses source and was able to successfully include curses.h in my project, linked the pre-compiled library and all good. After few hours of trying out the library, I saw the tuidemo.c in the demos folder, compiled it into an executable and brilliant! exactly what I needed for my project. Now the problem is that it's a C code, and I am working on a C++ project in VS c++ 2008. The files I need are tui.c and tui.h How can I include that C file in my C++ code? I saw few suggestions here but the compiler was not too happy with 100's of warnings and errors. How can I go on including/using that TUI pdcurses includes!? Thanks EDIT: I added extern "C" statement, so my test looks like this now, but I'm getting some other type of error #include <stdio.h> #include <stdlib.h> using namespace std; extern "C" { #include <tui.h> } void sub0(void) { //do nothing } void sub1(void) { //do nothing } int main (int argc, char * const argv[]) { menu MainMenu[] = { { "Asub", sub0, "Go inside first submenu" }, { "Bsub", sub1, "Go inside second submenu" }, { "", (FUNC)0, "" } /* always add this as the last item! */ }; startmenu(MainMenu, "TUI - 'textual user interface' demonstration program"); return 0; } Although it is compiling successfully, it is throwing an Error at runtime, which suggests a bad pointer: 0xC0000005: Access violation reading location 0x021c52f9 at line startmenu(MainMenu, "TUI - 'textual user interface' demonstration program"); Not sure where to go from here. thanks again.

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  • feedparser fails during script run, but can't reproduce in interactive python console

    - by Rhubarb
    It's failing with this when I run eclipse or when I run my script in iPython: 'ascii' codec can't decode byte 0xe2 in position 32: ordinal not in range(128) I don't know why, but when I simply execute the feedparse.parse(url) statement using the same url, there is no error thrown. This is stumping me big time. The code is as simple as: try: d = feedparser.parse(url) except Exception, e: logging.error('Error while retrieving feed.') logging.error(e) logging.error(formatExceptionInfo(None)) logging.error(formatExceptionInfo1()) Here is the stack trace: d = feedparser.parse(url) File "C:\Python26\lib\site-packages\feedparser.py", line 2623, in parse feedparser.feed(data) File "C:\Python26\lib\site-packages\feedparser.py", line 1441, in feed sgmllib.SGMLParser.feed(self, data) File "C:\Python26\lib\sgmllib.py", line 104, in feed self.goahead(0) File "C:\Python26\lib\sgmllib.py", line 143, in goahead k = self.parse_endtag(i) File "C:\Python26\lib\sgmllib.py", line 320, in parse_endtag self.finish_endtag(tag) File "C:\Python26\lib\sgmllib.py", line 360, in finish_endtag self.unknown_endtag(tag) File "C:\Python26\lib\site-packages\feedparser.py", line 476, in unknown_endtag method() File "C:\Python26\lib\site-packages\feedparser.py", line 1318, in _end_content value = self.popContent('content') File "C:\Python26\lib\site-packages\feedparser.py", line 700, in popContent value = self.pop(tag) File "C:\Python26\lib\site-packages\feedparser.py", line 641, in pop output = _resolveRelativeURIs(output, self.baseuri, self.encoding) File "C:\Python26\lib\site-packages\feedparser.py", line 1594, in _resolveRelativeURIs p.feed(htmlSource) File "C:\Python26\lib\site-packages\feedparser.py", line 1441, in feed sgmllib.SGMLParser.feed(self, data) File "C:\Python26\lib\sgmllib.py", line 104, in feed self.goahead(0) File "C:\Python26\lib\sgmllib.py", line 138, in goahead k = self.parse_starttag(i) File "C:\Python26\lib\sgmllib.py", line 296, in parse_starttag self.finish_starttag(tag, attrs) File "C:\Python26\lib\sgmllib.py", line 338, in finish_starttag self.unknown_starttag(tag, attrs) File "C:\Python26\lib\site-packages\feedparser.py", line 1588, in unknown_starttag attrs = [(key, ((tag, key) in self.relative_uris) and self.resolveURI(value) or value) for key, value in attrs] File "C:\Python26\lib\site-packages\feedparser.py", line 1584, in resolveURI return _urljoin(self.baseuri, uri) File "C:\Python26\lib\site-packages\feedparser.py", line 286, in _urljoin return urlparse.urljoin(base, uri) File "C:\Python26\lib\urlparse.py", line 215, in urljoin params, query, fragment)) File "C:\Python26\lib\urlparse.py", line 184, in urlunparse return urlunsplit((scheme, netloc, url, query, fragment)) File "C:\Python26\lib\urlparse.py", line 192, in urlunsplit url = scheme + ':' + url File "C:\Python26\lib\encodings\cp1252.py", line 15, in decode return codecs.charmap_decode(input,errors,decoding_table)

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  • UITableView titleForHeaderInSection prints headers to console twice then crashes

    - by joec
    In the method below titleForHeaderInSection, for some reason the NSLog prints out the headers twice and then the app crashes in objc_msgSend. I can't understand why this would cause the app to crash? It would seem from research that crashes in objc_msgSend are caused by sending messages to already freed objects, but is that the case here? My sectionNames array is populated in viewDidLoad. - (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { NSString *title = nil; title=[sectionNames objectAtIndex:section]; NSLog(title); return title; } Thanks

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  • Writing a blackjack console program in Java

    - by user337465
    Hello, I have an assignment of making a blackjack like program in a class. My first problem I am dealing with is creating an array of the cards. The professor wants an array setup with a txt file with the following format. 2 of hearts 2 of diamonds 2 of spades 2 of clubs 3 of hearts 3 of diamonds 3 of spades This goes on till face cards when it replaces the number with jack, queen, king, ace. Following the professors requirements, How would I take input from the txt file and just store the number and the hearts,diamonds,spades, and clubs. Thank you for the help

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  • Creating GUI for Bantumi game

    - by owca
    I've written backend for simple Bantumi game. Now I'd like to create a simple GUI for it, so that it would look like this : How to start ? What layout should I use, and what type of component each element should be? Classes : Basket Player Game Main Shared

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  • What should be the architecture of an urban game system?

    - by pmichna
    I'm going to develop an urban game using a telco API for phone geolocation and sending/receiving messages. A player would pick up one of the scenarios, move around the city and when he hits a given location, he gets a message and possibly has to answer it. I'm wondering, what approach would be the best in my case. I came up with this general idea: Web application as a user interface (user registration, players ranking, scenarios editing) written in Ruby on Rails. Game server (hosting games, game logic like checking players location, sending and receiving messages) written in Ruby. Database (users, scores, scenarios etc.), probably MySQL or someother open source DB. I want to learn Ruby and RoR, that's why I chose these language and framework. Do you think it's a good choice for a game server? Another question: is this project division good? I mean, I have little experience with Ruby and Rails - that's why I'm asking. Maybe it's better to have web application merged with game server and somehow have the server hosting RoR application do the tasks like mobile phone pinging and message sending? How would that be performed? Maybe this is worth mentioning: the API is RESTful, most results are JSON, few are XML.

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  • SLF4J, Common Logging, console output

    - by Mauricio Scheffer
    I have this 3rd party library that has: slf4j-api-1.5.5.jar slf4j-jdk14-1.5.5.jar jcl-over-slf4j-1.5.5.jar I want to write some tests against this library and see its log output, and I don't want to add any more logging libraries (no log4j or anything else). I understand that SLF4J and Common Logging are both logging abstractions so I probably need to write my own simple concrete logger (or maybe not, since jcl-over-slf4j includes org.apache.commons.logging.impl.SimpleLog?). If so, what interfaces should I implement, and more importantly, how do I set up SL4J/Common Logging to use my logger in my test? I read in the SLF4J docs that I have to modify the StaticLoggerBinder class... does that really mean that I actually have to download SLF4J sources, modify the class and recompile it?

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